Quadot-Arena (#Quake3 /#QuakeLive + #GodotEngine) Latest Alpha Release is here, feel free to try it out:
https://t.co/34TrXGRWD1
Thanks everyone for testing it, and especially all of you that gave me those lengthy feedback (and videos). Those are the best!
Done in #Godot4
I don’t blame you, John. You were so intense. And frankly your favorite relaxation seemed to be coding frantically so it’s no wonder you didn’t realize that others may appreciate a few breaks.
It did result in a triumph of a game we can all be proud of. And frankly it’s a little refreshing that the company caved because of developers instead of clueless managers. Let’s hope the cautionary tale warns other small devs.
There are a few things that I look back on as my mistakes in the early days.
Quake was overly ambitious technically. We could have done all the great multiplayer and modding work inside a Doom++ engine, allowing the designers to work with a more stable base instead of rug-pulling everything out from underneath them a couple times. The follow up game could have then brought in full 6DOF environments and characters.
I pushed everyone too hard. I didn’t appreciate how maturing companies need more slack, and that running people at startup intensity constantly will wear them out. Quake was also where I really had to accept my personal limits. I was working pretty much as hard as humanly possible, and I was still slipping past my goal points.
On all of the founders’ shoulders, our original corporate stock arrangement and buy/sell agreement was a mistake, and resulted in bad incentives. We wanted to ensure that all ownership rested in the hands of people working hard on current projects, but the Silicon Valley standard approach of vesting stock would have worked out better.
One real problem that I don’t accept the blame for is that we were insisting that level designers be not just game designers, but also have strong visual design esthetics. They needed to make things that not only played well, but looked awesome, and it got more challenging as the technology provided a richer palette. Romero covered that well, which set our company expectations early on.
We should have figured out how to pair up artists and designers earlier, but there was infighting among the designers, and the ones that could manage the visuals were happy to disparage the ones that couldn’t.
Sorry, Sandy.
I just released an all-in-one tool that lets you extract textures from any perspective, turn them into seamless textures, and use them on your 3D models.
#gamedev#indiedev#gamedevtools#itchio#indiegame
I’m surprised the gaming community haven’t pushed harder to work on Neural Texture Compression considering the RAM squeeze we’re seeing.
Unity, Unreal, Valve, Microsoft, Sony, Nintendo, Intel, AMD, Nvidia should help push this as a standard where possible.
https://t.co/kwbLd7UAgg
https://t.co/yIjTazeqv8
The depth and thoroughness of @bgolus articles, when you are blessed with one relevant to what you're currently doing.
(In this case, using normal maps with triplanar texture mapping.)
https://t.co/aJygkJrUjv
This is why I am writing a book titled conventional Quantum computers will find no use case. Every other day, Classical AI is moving ahead so much, that we dont need cryo-freeze computers, non-algorithmic, we need ultra-low power beyond LLM model support in Quantum processors.
IBM CEO Arvind Krishna says the muli-trillion dollar AI data center build out is a bubble.
We are investing in creating capabilities like data curation, reinforcement learning, and most crucially the compiler infrastructure to ensure AI output can be verified but we will not chase the investment bubble.
This is just our normal prudence. To some people that would sound defeatist, but we will talk in 5 years.
Working on Quake with the OG id team was among the most interesting and fun projects of my career. And that experience provided an amazing springboard into constant adventure. Full of appreciation and gratitude for the chance provided me by Carmack, Romero, and the community ❤️
Upgraded GPU particles to true volumetric particles. They also receive dynamic shadows via ray tracing their voxels. They have a bit more depth now. Still work in progress
Don't tell me what Bitcoin is.
I know exactly what Bitcoin is.
It's the radical utopian idea that a society has finally evolved beyond the primitive need for every single unit of account to be perfectly indistinguishable. Who cares for a fungible medium of exchange?
In our enlightened future, we'll use transparent, traceable money that all well-intentioned governments can easily seize. Damn, paradise, man, sound money AF.
as someone who has been remote work engineer in private and public sector, large companies and startups for well over a decade, this is all false
what is happening is companies are having to become more competitive about employee compensation because they can no longer give u a shitty pizza party instead of a bonus, they are struggling to continue the “we’re a family here!” Propaganda that permeated pre-2010 work environments
workers having more free time as a result of 0 commute are able to seek more opportunities than before, outside of the closed loop ecosystems of in-office interactions and more time to build real relationships outside of work that aren’t anchored to the workplace that would normalize vaporize the second one of you leave the organization
you don’t go to work to make friends, this is a child’s view of work, people being kind to you and finding mutual interests and occasionally hanging out is more to do with having shared the same work environment, but beyond this you can never get very close with a coworker unless you want to be at risk of your coworkers collecting kompromat in the event you have a falling out
this just goes to show that the NYT and anyone agreeing with this article are out of touch and either have zero industry experience or are being paid to push this propaganda slop